Brothers in Arms 2 is coming out soon, and there’s been some interesting videos released. Last week, I analyzed it and looked into the concept of dynamically destructible cover — particularly how it relates to the AI engine and soldier behaviors.
In the second part of my analysis, I look into animation objects, in particular how they can be used during pathfinding as path-objects. I also discuss how you can get the AI to make the most of these animations by considering them as path-objects, and also trying to set up cinematic deaths by making the most of nearby objects. It’s amazing what a well-timed animation can do for the AI! Even if these situations are partly scripted in this game, it’s still worth every second of gameplay.
Watch the video below for more details; it’s 9.0 Mb and lasts for 2:32 minutes.
Due to its popularity, this series of video posts will certainly continue in the future on the blog! Be sure to send in videos if you think they’d be interesting, and don’t forget to subscribe to the RSS feed.
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